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TIGSource ForumsCommunityDevLogsMoonQuest
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madjac
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« Reply #1060 on: October 09, 2012, 11:08:42 AM »

Windows 7 32 bit. Is there any other additional information that would help?
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eigenbom
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« Reply #1061 on: October 09, 2012, 02:18:43 PM »

Nah that's cool, thx, I'll put some more detailed sysinfo logging in the next build so I don't have to hassle people. Smiley
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madjac
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« Reply #1062 on: October 10, 2012, 11:30:18 PM »

Okie dokie!
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happymonster
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« Reply #1063 on: October 14, 2012, 10:51:34 AM »

Watery test animations look very nice. Smiley
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Vovosunt
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« Reply #1064 on: October 15, 2012, 09:02:24 AM »

Very Damn Nice! Hand Clap Smiley

I was wondering, do you use vertexArray for rendering the world or do you just render all the times to a renderTex?
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eigenbom
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« Reply #1065 on: October 15, 2012, 05:22:37 PM »

@vovsunt, i use a render texture to cache the drawing, but it doesn't work well on older hardware that falls back to copyteximage, so i'm thinking of writing a vertex array driven renderer for older machines
@hm cheers bro!
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Vovosunt
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« Reply #1066 on: October 16, 2012, 02:55:23 AM »

I wish it worked on older hardware too. I mean you can manipulate the rendered blocks in any way you want (draw grass on top of ground blocks, draw damage and etc.) This way you can create much more variability while saving tons of resources.

I see you're trying to get box2d working with your engine. I've been brainstorming the idea myself, but I can't quite figure out how to integrate water/moving terrain into it (blocks that should fall straight down, think of sand in minecraft) =_="
Maybe using an extra solver for the terrain and box2d for objects/characters...

What are your thoughts on this?
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eigenbom
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« Reply #1067 on: October 16, 2012, 03:57:33 PM »

as u say, the sand block dynamics would have to be modelled with a separate system, and then probably brought in as kinematic objects into box2d if you wanted it to collide with things. water is probably best modelled separately as a CA, then manually check whether an object is in a water cell and change its velocity to simulate the extra viscosity. i was really tempted with box2d, but there are just too many little issues with making platformer physics feel right, so at least for now i'm not going to use it for the dynamics.
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eigenbom
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« Reply #1068 on: October 20, 2012, 08:36:30 PM »

taking another look at animation, not sure where this is going atm...

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SolarLune
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« Reply #1069 on: October 20, 2012, 10:27:19 PM »

Ahaha, yes, please, continue. It's going just swimmingly.

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eigenbom
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« Reply #1070 on: October 20, 2012, 11:31:30 PM »

Cheesy

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Ashkin
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« Reply #1071 on: October 20, 2012, 11:55:37 PM »

OH GOG GET IT AWAY NO MORE
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eigenbom
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« Reply #1072 on: October 20, 2012, 11:57:07 PM »

haha sorry i'm done now, back to reality and my old text-file animation system WTF

(but i look forward to using blender for something game-related in the future!)
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eigenbom
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« Reply #1073 on: October 22, 2012, 05:54:00 PM »

Update: Back to work! I've been through a tonne of collision detection and platformer physics information and I even bought and read through the real-time collision detection book. I was getting very excited about coding up my own system ... but then I started playing with box2d some more, and solved a lot of little issues I was having in my platformer prototype. Right now the prototype feels pretty good, supports slopes, one-way platforms, moving platforms, and other rigid bodies.

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Joshua
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« Reply #1074 on: October 22, 2012, 07:24:08 PM »

@eigenbom
I'm interested in how your experiments with Box2D turn out. I've been debating between that and Chipmunk.
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eigenbom
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« Reply #1075 on: October 22, 2012, 07:29:07 PM »

well, its going well so far. i use box2d for another project, and am really happy with it in that project, so using it in moonman is just simpler for me. one annoying thing is that in box2d the 32-bit float precision is hard-coded, and i use doubles in moonman, which means i'll have to recenter the world every now (whereas chipmunk uses 64-bit doubles afaik).
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eigenbom
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« Reply #1076 on: October 22, 2012, 08:45:10 PM »

some mob mockups: moonman, black spider, blob, bat, orange spider, vampire bat, wood spider, spikey, waterman, shrike, 1000 eyes, wooden tsinoy, dead king, moonman clones
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eigenbom
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« Reply #1077 on: October 22, 2012, 09:52:45 PM »

more misc mockery..









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Dugan
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« Reply #1078 on: October 22, 2012, 10:30:52 PM »

some mob mockups: moonman, black spider, blob, bat, orange spider, vampire bat, wood spider, spikey, waterman, shrike, 1000 eyes, wooden tsinoy, dead king, moonman clones

awesome
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happymonster
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« Reply #1079 on: October 22, 2012, 11:22:45 PM »

Love the monsters!

The mockups are cool and I like to see the different directions you try. Smiley
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